Base Class: Artificer
This subclass can only be taken by warforged or other robotic races. (Not custom lineage)
You may not use a shield with this subclass.
You may not take this class if you have any levels in another class. You may not take levels in other classes after choosing this subclass.
Through your training in the art of crafting and tinkering, you've learned how to change yourself to better fit combat and travel.
Weapon Bonding
3rd level mechanical transformer feature
You can bond with 2 weapons per long rest. You may only have 2 bonded weapons at a time, when you try to bond with a new weapon, your oldest bonded weapon ends first. These weapons cannot be 2 handed weapons. You must attune to bonded armaments, which you do when you create them.
You are considered proficient in bonded weapons. Bonded weapons use your intelligence modifier, instead of your dexterity or strength. You can draw and stow bonded weapons infinitely on your turn. When taking the attack action, and have multiple attacks, you may choose which bonded weapon to attack with for each individual attack.
Energon Overflow
3rd level mechanical transformer feature
You have a resource called energon, a number equal to your level * proficiency bonus.
You may, as an action, expend energon and heal an amount equal to the amount expended
All-spark Sacrifice
3rd level mechanical transformer feature
You may, as a bonus action, invoke the power of the All-Spark for 1 minute. It provides the following benefits. All benefits provided by this ability end when the minute ends.
You expend a spell slot and take 1d4 damage, that can't be reduced, negated, resisted, or lessened in any way. After taking this damage you gain a bonus to damage rolls equal to the damage taken + constitution modifier + spell slot level. This damage is called "spark damage" for the sake of ignoring immunity, resistance, and absorption.
The damage taken increases to 2d4 at level 7, 3d4 at level 13, and 4d4 at level 17
Ancient Power
When you invoke the power of the All-Spark at 17th level you can choose to gain additional features.
You take 1d8 damage, following the same limitations as before, as wings fly to you, traveling the very fabric of reality, giving you a flight speed of twice your walking speed. You're attack rolls gain a bonus equal to the number rolled.
Extra attack
5th level mechanical transformer feature
You may attack twice, instead of once, when you take the attack action on your turn.
Bodily transformation
You've singed a vehicle into your memory. Once per day, resetting at dawn, you may scan a vehicle to be your transformation vehicle. You're size is the size of the vehicle you scan, and you are immune to effects that would change your size.
You begin with a large land vehicle, speed 60, 1 seat, no weapons as your vehicle. This speed does not count as walking speed for any increases or abilities that are based on walking speed.
You may spend a bonus action on your turn to switch between your robotic form (normal form) and your vehicular form.
While in your vehicular form, you may only attack with a ranged bonded weapon (if you have one), and you may only attack once per turn.
If the vehicle you scan has weapons, you may use its weapons and attacks instead of your own.
Mechanical Swap
9th level mechanical transformer feature
You may, as a bonus action, swap the damage type of bonded weapons to one of the following. You may change each weapons damage type a number of times equal to your intelligence modifier, which resets on a long rest. Once you swap a weapons damage type, it stays that way indefinitely, or until you swap it again.
Ranged weapons:
Piercing, Bludgeoning, Force, Lightning, Radiant, Necrotic
Melee weapons:
Piercing, Slashing, Bludgeoning, Fire, Force, Thunder, Necrotic
Improved bonded weapons
15th level mechanical transformer feature
You may now use 2 handed weapons as your bonded weapons and can make 3 attacks with bonded weapons when you take the attack action.
In addition, you may combine your boned weapons into 1 super weapon. This super weapon counts as 2 for the purposes of attunement.
While combined, you gain benefits based on the type of bonded weapons you have combined.
2 melee: You're reach increases by an amount of feet equal to the total reach you have. (Example, you have a 10 foot reach and a 5 foot reach, it is now reach+15).
2 ranged: You're ammunition in your magazine combines. In addition, your range is as if you added the weapons ranges together. (Example, you have a 6 bullet 40/120 range, and 5 bullet 50/150 as your bonded, it becomes 11 bullet, 90/270).
Ranged + melee: You may use the weapon as either form and deal either weapons damage die. Your melee strikes have their range increased by a number of feet equal to the short range of the ranged bonded weapon/10, and both short and long range of the ranged weapon increase by a number of feet equal to the reach of the melee weapon + intelligence score.
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